Attach EBOs to VAOs using DSA

This commit is contained in:
2023-03-09 13:55:52 +00:00
parent f14d9bef60
commit 3e2b51b5e9
3 changed files with 101 additions and 93 deletions
+58 -52
View File
@@ -1,41 +1,35 @@
module Dodge.Render.Shadow where
import Shader.Parameters
import Shader.ExtraPrimitive
import Graphics.Rendering.OpenGL ( ($=), bindBuffer
, BufferTarget (..), bufferSubData, TransferDirection (..)
)
import Graphics.GL.Core43
import Geometry
import Linear.V3 (cross)
--import Data.Vector.Unboxed as UV
import qualified Data.Vector as V
import Shader.Data
import Foreign
import Shape.Data
import Data.Preload.Render
--import Dodge.Data.Universe
import Control.Lens
import Data.Preload.Render
import qualified Data.Vector as V
import qualified Data.Vector.Fusion.Stream.Monadic as VFSM
import Foreign
import Geometry
import Graphics.GL.Core45
import Linear.V3 (cross)
import Shader.Data
import Shader.ExtraPrimitive
import Shader.Parameters
import Shape.Data
drawCPUShadows :: RenderData -> Shape -> Point3 -> Float -> IO ()
drawCPUShadows pdata s pos rad = do
let theshad = pdata ^. positionalBlankShader
let theshad = pdata ^. positionalBlankShader
theptr = _vboPtr $ _vaoVBO $ _shadVAO' theshad
i <- VFSM.foldlM' (pokeShapeShad pos rad theptr) 0 $ VFSM.fromList s
glBindBuffer GL_ARRAY_BUFFER (theshad ^. shadVAO' . vaoVBO . vboName)
bufferSubData
ArrayBuffer
WriteToBuffer
glBufferSubData
(theshad ^. shadVAO' . vaoVBO . vboName)
0
(fromIntegral $ floatSize * i)
(theshad ^. shadVAO' . vaoVBO . vboPtr)
--currentProgram $= theshad ^? shadProg
glUseProgram (theshad ^. shadProg')
--bindVertexArrayObject $= Just (_vaoName $ _shadVAO' theshad)
glBindVertexArray . _vaoName $ _shadVAO' theshad
glDrawArrays
(marshalEPrimitiveMode $ _shadPrim' theshad)
(marshalEPrimitiveMode $ _shadPrim' theshad)
0
(fromIntegral i)
return ()
@@ -46,33 +40,42 @@ pokeShapeShad pos r theptr i so = do
is = memoTopPrismEdges V.! (so ^. shType . prismSize - 2)
V.foldM' (pokeShadEdge pos r theptr vs) i is
pokeShadEdge :: Point3 -> Float -> Ptr Float -> V.Vector Point3
-> Int -> (Int,Int,Int,Int) -> IO Int
pokeShadEdge pos _ ptr vxs i (a,b,x,y) = do
pokeShadEdge ::
Point3 ->
Float ->
Ptr Float ->
V.Vector Point3 ->
Int ->
(Int, Int, Int, Int) ->
IO Int
pokeShadEdge pos _ ptr vxs i (a, b, x, y) = do
let p0 = vxs V.! a
p1 = vxs V.! b
--mid = 0.5 * (p0 + p1)
n0a = vxs V.! x
n1a = vxs V.! y -- this should almost certainly be done with backpermute
n1a = vxs V.! y -- this should almost certainly be done with backpermute
n0 = cross (p1 - p0) (n0a - p0)
n1 = cross (p0 - p1) (n1a - p1)
lightdir = p0 - pos
shift' p = p + (10000 *.*.* (p - pos))
-- projNear p =
-- shiftNear p =
if dotV3 n0 lightdir * dotV3 n1 lightdir <=0
then do
let p2 = shift' p0
p3 = shift' p1
if dotV3 n0 lightdir > 0
then
pokeV3 ptr p0 i >>= pokeV3 ptr p1 >>= pokeV3 ptr p2
>>= pokeV3 ptr p0 >>= pokeV3 ptr p2 >>= pokeV3 ptr p3
else
pokeV3 ptr p1 i >>= pokeV3 ptr p0 >>= pokeV3 ptr p3
>>= pokeV3 ptr p1 >>= pokeV3 ptr p3 >>= pokeV3 ptr p2
else
return i
-- projNear p =
-- shiftNear p =
if dotV3 n0 lightdir * dotV3 n1 lightdir <= 0
then do
let p2 = shift' p0
p3 = shift' p1
if dotV3 n0 lightdir > 0
then
pokeV3 ptr p0 i >>= pokeV3 ptr p1 >>= pokeV3 ptr p2
>>= pokeV3 ptr p0
>>= pokeV3 ptr p2
>>= pokeV3 ptr p3
else
pokeV3 ptr p1 i >>= pokeV3 ptr p0 >>= pokeV3 ptr p3
>>= pokeV3 ptr p1
>>= pokeV3 ptr p3
>>= pokeV3 ptr p2
else return i
pokeV3 :: Ptr Float -> Point3 -> Int -> IO Int
pokeV3 ptr (V3 x y z) i = do
@@ -81,18 +84,21 @@ pokeV3 ptr (V3 x y z) i = do
pokeElemOff ptr (3 * i + 2) z
return (i + 1)
memoTopPrismEdges :: V.Vector (V.Vector (Int,Int,Int,Int))
memoTopPrismEdges = V.generate 10
$ V.fromList . topPrismEdges . (+ 2)
memoTopPrismEdges :: V.Vector (V.Vector (Int, Int, Int, Int))
memoTopPrismEdges =
V.generate 10 $
V.fromList . topPrismEdges . (+ 2)
topPrismEdges :: Int -> [(Int,Int,Int,Int)]
topPrismEdges n = concatMap f [0..n-1]
topPrismEdges :: Int -> [(Int, Int, Int, Int)]
topPrismEdges n = concatMap f [0 .. n -1]
where
f i = map h
[ (0 , 2 , 1 , 4)
, (0 , 1 ,-2 , 3)
, (1 , 3 ,-1 , 2)
]
f i =
map
h
[ (0, 2, 1, 4)
, (0, 1, -2, 3)
, (1, 3, -1, 2)
]
where
h (a,b,c,d) = (g a,g b,g c, g d)
g j = (2 * i + j) `mod` (2*n)
h (a, b, c, d) = (g a, g b, g c, g d)
g j = (2 * i + j) `mod` (2 * n)